For most studios the big problem these days is discoverability. When they make their game, get into the market and try to make sales, they discover that they are just one in a sea of many. They're not on the front page of the App Store, not being reviewed and not attracting fans. Nobody tweets about their game or likes their Facebook page.
So they try every kind of tactic they can think of to get precious eyeballs and clicks. For example: I receive a lot of automated newsletters, tweets, press releases and emails from game makers' publicists. Some even offer me money to write about their game. Similarly, many gaming websites are falling down with automated advertisements begging me to click, to play and to tell my friends.
What they are doing is begging for a response, like Shelley Levine in Glengarry Glen Ross. They need the exposure but the best tactic they can think of is using brute force to achieve it. If they can snag us, they hope, some of us will convert to customers and love them. But nobody loves a beggar.
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